Cosmic Proportions

Yeah, I started using it religiously about two years ago for book design and layout. For this particular story / game, I created a document about 250 inches wide and 15 high, which gives me a digital whiteboard to keep track of every choice. It’s pretty nice, I have to say, as it avoids making layout a chore.

@daviddaberner Some are very short, some can be quite long. Not helpful, I know, but what matters is if it’s fun and engaging. I wouldn’t worry over much about length.

That’s what I figured. Thanks Fantom! How is your story coming along?

Slowly. I have two jobs, so I have precise little time unfortunately. I’m at one job now, in fact.

Same here! Life of a writer, right? I get about one to two hours of work a night, but I’m married with two kids, so that allows only for late night writing :slight_smile:

Thanks for the help!

@davidaberner, there are plenty of us in the “married with kids” camp, if that makes you feel better! You can still make process. I’ve written about 60k words since February mostly writing in the 9pm to 11pm window so it can be done (slowly).

I think Hosted Games require a minimum of 20k total words but that would obviously be very short. I think most Hosted Games exceed 100k words but many official CoGs are in the 60k to 80k range.

@HornHeadFan
Good to know :slight_smile: Yeah, I think I am shooting for the 100k range. That will make it a full game in my opinion.
Thanks for the suggestion!

Just a quick update on the work in progress. I am now 50% done with the story and have twelve endings so far. At the rate I am going, I will probably have around 25 different endings when this is done, and I have to admit, this is taking on a life I didn’t foresee, which, of course, is exciting!

Anyway, I will be sharing a link of the work by Labor Day weekend, as I am going to be hosting a booth at the PAX convention in Seattle, which is taking up a great deal of time for the company I work for.

More to come, and thanks for the helpful comments!
Cheers!

I thought this was dead glad I was wrong.

Nope, very much alive. I just have never done a project like this, so I had to devise a way to make the different paths of the story streamlined. I figured that out a couple months ago and have been getting as much written as I can. That’s very kind of you to be happy it’s still going :slight_smile: My goal is to have it done by end of September, which is easily doable at this point.

Glad to hear your making great progress.

NEED HELP

I’m currently in the midst of scripting the js files for the game and would like a little help. I have some *choices that have not yet been written, and for the demo, I would like to the make the choices unable to access, or simply “unclickable” to the user. Do I write a command after #(option) code, or is there something else I write?

Thanks to all!

*selectable_if statements. First create a variable (ie *create choice1 false) in startup, then set that variable true somewhere down the line. When it comes time to the mentioned choice, do

*selectable_if (choice1) #do this

The option won’t be selectable if choice1 is false

@that1german
You’re awesome! thanks for the help!

Demo is now available!!!

I want to give a more clear synopsis of this project than the one I initially gave, as this has taken on a life I did not expect. While there are achievements that will be built into this game, as well as a couple stats here and there, this is more driven by story and how one little change can alter the fate of planets. This is not one main storyline, it is dozens and the choices are not meant to build more stats, but are meant to see what happens to your character should “X” happen or if “Q” happens.

Currently, I have many endings and am working on a labyrinth planet right now. I have the algorithm worked out, I just need to flesh out the writing. In the end, this will be 100k+ and the sole purpose of the game is to not reach one ending, but all of them.

I hope you enjoy this and any critiques are welcome…some may even be considered :wink:
Please use Firefox for this demo, as others seem to be temperamental.

LINK TO GAME

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I liked it we can absorb other elements.

Thank you :smile:
the absorbtion of other bits of matter is a driving force for most of the storylines.

the demo is good so far

Pretty cool. You’re definitely accomplishing what you set out to do. The opening sequence is a fun mix of straighforward and utterly WTF choices that leave no doubt you’re setting up a ton of different outcomes. I’d be careful, though, about having the choices and the narrative be too obscure. Most of the time you don’t know what the choices signify or whether, or how, they’ll affect any outcome. It’ll be a tough balance to work out, between your whimsical narrative and your need to tell a coherent story, but I can certainly picture people playing this and thinking “what the heck is happening?”

@distracteddad
That’s a very good suggestion. I was thinking about keeping things vague and ambiguous in an attempt to keep the reader guessing what’s going to happen next, but as you pointed out, that has the high probability of distraction and ultimately annoyance. I want to continue to keep the narrative a little ambiguous to keep the story fun and adventurous, but I’ll make sure the choices are much more clear to keep the players engaged. Thanks for that recommendation.